// This file was created by Filewrap 1.1
// Little endian mode
// DO NOT EDIT

#include "../PVRTMemoryFileSystem.h"

// using 32 bit to guarantee alignment.
#ifndef A32BIT
 #define A32BIT static const unsigned int
#endif

// ******** Start: PreBloomFragShader.fsh ********

// File data
static const char _PreBloomFragShader_fsh[] = 
	"uniform sampler2D  sBloomMapping;\r\n"
	"\r\n"
	"uniform mediump float fBloomIntensity;\r\n"
	"\r\n"
	"varying mediump vec2 TexCoord;\r\n"
	"\r\n"
	"void main()\r\n"
	"{\r\n"
	"    gl_FragColor = texture2D(sBloomMapping, TexCoord) * fBloomIntensity;\r\n"
	"}\r\n";

// Register PreBloomFragShader.fsh in memory file system at application startup time
static CPVRTMemoryFileSystem RegisterFile_PreBloomFragShader_fsh("PreBloomFragShader.fsh", _PreBloomFragShader_fsh, 206);

// ******** End: PreBloomFragShader.fsh ********

// This file was created by Filewrap 1.1
// Little endian mode
// DO NOT EDIT

#include "../PVRTMemoryFileSystem.h"

// using 32 bit to guarantee alignment.
#ifndef A32BIT
 #define A32BIT static const unsigned int
#endif

// ******** Start: PreBloomFragShader.fsc ********

// File data
A32BIT _PreBloomFragShader_fsc[] = {
0x10fab438,0x4a430e16,0x30050100,0x2501,0xd363e337,0x2000000,0x20000000,0x63030000,0x1000000,0x4000000,0x0,0x8000000,0x4402,0x0,0x20067,0x0,0x0,0x5c010000,0x55535020,0x20,0x150,0x1,0x0,0x0,0x224,0x80,0x2,0x7d,0x0,0x8,0x0,0xffffffff,0x0,0x770009,0xffff,0x40001,0x0,0x10000,0x2,0x0,0x0,0x0,0x0,0x3fffc,0x40000,0x1,0x0,0xffff0003,0xffffffff,0x10000,0x800000,0x0,0x1,0x10000,0x2,0x0,0x10002,0x100000,0xffffffff,0xffffffff,0x0,0x0,0x4,0x50003,
0x10000,0x80010002,0x80018001,0x8001,0x0,0x0,0xf0000,0x688000f,0x10001,0x10001,0x0,0x10001,0x20002,0x20002,0x20000,0x20000,0x20001,0x0,0x20001,0x2,0x20006,0x80018001,0x80018001,0x0,0x0,0x0,0x0,0x100010,0xd0502930,0xc11000,0xd0106930,0xc11002,0xd070a930,0xc11000,0xd030e930,0xc11000,0x80040002,0x40801c1a,0x40181,0x40801c26,0x6,0x6a010000,0x55535020,0x20,0x15e,0x1,0x0,0x0,0x2a4,0x80,0x2,0x7d,0x0,0x8,0x0,0xffffffff,0x0,0x770009,0xffff,0x40001,0x0,0x10000,0x2,0x0,
0x0,0x0,0x0,0x1fffc,0x40000,0x1,0x0,0xffff0003,0xffffffff,0x10000,0x800000,0x0,0x1,0x10000,0x2,0x0,0x10002,0x100000,0xffffffff,0xffffffff,0x0,0x0,0x4,0x50003,0x10000,0x80010002,0x80018001,0x8001,0x0,0x0,0xf0000,0x688000f,0x10001,0x10001,0x0,0x10001,0x20002,0x20002,0x20000,0x20000,0x20001,0x0,0x20001,0x2,0x20002,0x80014072,0x80008000,0x0,0x0,0x4,0x72010000,0xfa100008,0xd0102930,0xe13000,0x2,0x20003,0x80018001,0x80018001,0x0,0x0,0x4,0x1010000,0x101,0x2fa10,
0x1c180004,0x1814080,0x1c240004,0x64080,0x4000000,0x0,0x0,0x0,0x0,0x42730300,0x6d6f6f6c,0x7070614d,0x676e69,0x3180000,0x1000001,0x20000,0x1000100,0x65540000,0x6f6f4378,0x6472,0x2060300,0x10000,0x100,0x30002,0x6c426600,0x496d6f6f,0x6e65746e,0x79746973,0x2000000,0x203,0x1000001,0x10000,0x1,
};

// Register PreBloomFragShader.fsc in memory file system at application startup time
static CPVRTMemoryFileSystem RegisterFile_PreBloomFragShader_fsc("PreBloomFragShader.fsc", _PreBloomFragShader_fsc, 899);

// ******** End: PreBloomFragShader.fsc ********

